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1916. While patrolling over the lake in search of German warships, Lt. Don Wimble, RNAS, spots the overgrown remains of the steamer from the air. Later he drunkenly boasts of his find in a Zanzibar saloon. Soon the entire region is talking about the treasure. Only the local German forces and the Congo Belgians have the wherewithal to mount immediate expeditions to claim the gold. Two independent-minded local commanders decide to grab the loot for themselves. As fate would have it, they approach the area from different directions at roughly the same time.
So this is the background to our latest game. Really just a cobbled-together scenario dreamed up without a lot of care or thought, for the purposes of trying out Triumph and Tragedy.
This is a relatively new game written by a couple of fellow forum members on LAF. Björn was kind enough to send me a copy for free (autographed, no less!) when they came out. So the least I could do was give them a try and do a write-up on the game. They are an early 20th Century skirmish rules set, suitable for the Great War, between the wars Back of Beyond type affairs, Pulp fun, and even Darkest Africa, too.
It uses quite a novel (well, it's new to me) card activation system. This meant of course we needed to print up some unit cards. This was all a spur of the moment sort of thing, and I found that I didn't have any card to print on. Bugger.
But I did have...
It uses quite a novel (well, it's new to me) card activation system. This meant of course we needed to print up some unit cards. This was all a spur of the moment sort of thing, and I found that I didn't have any card to print on. Bugger.
But I did have...
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Anyway, to the game. It was Plynkes against Siklee, who this time asked to be the Germans.
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These possible treasure sites were:
We weren't allowed to dig on the off-chance. Possession of the map was required before anyone could go making holes in the table.
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(Yes, they are my Flynn O' Flynn and Fleischer figures, but I didn't have time to paint up new characters specially for this game).
We both had:
A hero leading the expedition,
A unit of trained askaris,
A unit of veteran askaris,
A unit of musket-armed irregulars,
Some porters,
And a support weapon.
The German support weapon was a heavy machine gun. The Belgians had a shiny new trench mortar. One of these would prove much more useful than the other, and indeed probably decided the outcome of the game. But more of that later...
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At this point I offered to call a truce and split the money with him, but he was having none of it. Fool.
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Final Tally
The Germans lost 21 killed and wounded, one captured. Miraculously, the only Belgian loss was one irregular musket man killed, who was cut down during the famous melee.
So that was Triumph and Tragedy. I must say I was very impressed with these rules. The innovative card system, while being a slight pain in that you need to print out a unique card for each and every unit, I think is well worth the effort. All in one place you are able to keep track of which units have acted in a turn, who has the initiative, and the stats of the currently-acting unit. And the idea of selecting the order in which your units act by the way you stack the deck is great. It forces you to prioritise your force's actions, which can lead to some tricky decision-making. And the more decisions you have to make, the more involved you feel in the game, at least that's how I feel. I shall definitely be playing these rules again.
In retrospect, perhaps the Belgians had too much of an advantage with the mortar versus the HMG. But to be fair, it never actually hit anything it aimed at. All of the casualties it caused were the results of extremely lucky (or unlucky from a German perspective) deviation rolls. The German MG never seemed to find itself in a good place to fire (mostly because I ran away from it whenever possible) and I think it only fired for one turn in the whole game. On the other hand, the spotter for the mortar was constantly on the move (within his allowed limits) trying to find things for his parent unit to shoot at, which meant that they got off four or five good shots, about half of which caused absolute (and accidental) devastation.
Sometimes the dice just don't love you, Sickers...
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I don't think I'm about to give up Price of Glory for my existing (and planned) Great War campaigns, because I really like it. But there's plenty of room for more than one game in our gaming circle, and I think T&T is perfect as an alternative to In the Heart of Africa (which I do like, but not as much as this) for Darkest Africa games. I think it is also well-suited to side-shows such as the Great War in Africa, and more Pulpish and not-quite-historical games like the one described here.
So that would be a definite thumbs-up from me and Sickers (and I'm not just saying that because Björn and Chris are fellow LAFers).
The figures used were mostly Copplestone, Foundry and Brigade, while the Belgian trench mortar and crew were conversions based on Old Glory figures. The Kaiserin Helena is a John Jenkins model (um, I think so, any road), and the village came from Grand Manner.
Thanks to Björn for the freebie copy of the rules, and Björn and Christian for answering my queries and general botherments about the rules. We were play testing a provisional rules amendment for the game, but unfortunately the situation it covered didn't arise during our game. Oh well, I guess that means we don't get paid. Never mind.
If you're interested in Triumph and Tragedy, there is a website:
triumph-tragedy.de
And the authors can be found hanging around on Alex Bews' forum, where they indeed have their own board:
Lead Adventure Forum
triumph-tragedy.de
And the authors can be found hanging around on Alex Bews' forum, where they indeed have their own board:
Lead Adventure Forum
They are very helpful in responding to rules questions and the like, and a quick response is usually forthcoming. All in all a great bunch of lads. To be honest, what with them, Iron Ivan's Chal and Keith, and the Rattrap gang of ne'er-do-wells, I'm starting to expect this kind of service. So if you are a games designer who doesn't like being bothered in the middle of the night with stupid, brainless rules questions, then I don't think I shall be buying your game, thank you very much.
That's it for now, ta ta.
2 comments:
Mr. Plynkes!
Another cracking read, sir! Not to mntion the lovely photos of the area around Lake Wittelsbach! Thank-you for sharing this thrilling adventure (I was so geting tired of seeing Von Crane's Flying Circs whenever I popped around for a look-see...).
cheers,
tim
Thanks, Tim.
It's been a while, I know. But we've been playing board games and stuff like that a lot lately, which don't really make for riveting blog postings.
I tend to post just when I have something that may be of interest, rather than keeping to schedule just for the sake of it.
Ta ta.
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